ranger builds for DoA
murky123
well guys.. post em if you know em please..
im hoping to create a nice thread for our rangers where we can share our builds we use in the "domain of anguish"
I have been lookin on guildwiki, guru, and more but couldnt find any builds for rangers that are oparating in this area..
I know that rangers are usefull and wanted/needed in the torment realm and DoA..
im hoping to create a nice thread for our rangers where we can share our builds we use in the "domain of anguish"
I have been lookin on guildwiki, guru, and more but couldnt find any builds for rangers that are oparating in this area..
I know that rangers are usefull and wanted/needed in the torment realm and DoA..
Wrath of m0o
I finished Nightfall with my Tryian Ranger, and find it next to impossible to get a group as a ranger. So i made a D/mo and now just solofarm.
Someone suggested to me try a trapper, but i cant even get into a group to try it.
Please do share any sucess with ranger you had with DoA.
Someone suggested to me try a trapper, but i cant even get into a group to try it.
Please do share any sucess with ranger you had with DoA.
XvArchonvX
I've heard that some groups take Choking Gas rangers, but it's hard to find a good group for anything in that area much of the time since it's usually so unoccupied. The general choking gas build generally follows something like the following:
R/W
Choking Gas
Practiced Stance
Flurry (or Frenzy)
Lightning Reflexes
Distracting Shot
Savage Shot or Distracting Shot
Optional
Rez
Bow:
Vampiric Shortbow and/or Zealous Shortbow
I'm not really sure if many groups use rangers anymore since I haven't gotten much of a chance to do much DoA (mainly because it requires such a large time commitment to get through any of the areas). Hope this helps.
R/W
Choking Gas
Practiced Stance
Flurry (or Frenzy)
Lightning Reflexes
Distracting Shot
Savage Shot or Distracting Shot
Optional
Rez
Bow:
Vampiric Shortbow and/or Zealous Shortbow
I'm not really sure if many groups use rangers anymore since I haven't gotten much of a chance to do much DoA (mainly because it requires such a large time commitment to get through any of the areas). Hope this helps.
murky123
last night I was in Doa and I saw a few trapper-teams with ranger/monks.
hopefully someone can tell us what exact trapperbuild they use for ranger/monk....
and the chokinggas ranger seems realistic to me. its great interupting....
I was also more thinking of a ranger that only uses elemental dmg in combination with "conflageration" and then transfer all elemental dmg into cold dmg with winter.... what do you guys think? is that usefull? a ranger that makes all dmg into cold dmg??
keep posting your ideas and builds guys... couse im certain that rangers can do greatly in this torment erea and Doa
hopefully someone can tell us what exact trapperbuild they use for ranger/monk....
and the chokinggas ranger seems realistic to me. its great interupting....
I was also more thinking of a ranger that only uses elemental dmg in combination with "conflageration" and then transfer all elemental dmg into cold dmg with winter.... what do you guys think? is that usefull? a ranger that makes all dmg into cold dmg??
keep posting your ideas and builds guys... couse im certain that rangers can do greatly in this torment erea and Doa
FoxBat
GC/winter is nice if everyone on your team brings mantra of frost, it's one of the "standard" options for working at least part of DoA.
murky123
Quote:
Originally Posted by FoxBat
GC/winter is nice if everyone on your team brings mantra of frost, it's one of the "standard" options for working at least part of DoA.
im going to test this build
winter ( all elemental dmg become cold dmg )
greater conflagration ( all physical dmg becomes fire dmg)
distracting shot (interupting)
chocking gas (interupting)
whirling defence (defence)
mantra of frost (when u take cold dmg the dmg is reduced)
troll unguent ( healing )
12 marksmanship
12 wilderness
10 expertise
8 inspiration
as u can see in trying to convert all possible dmg into elemental dmg and with mantra of frost the dmg reduces (in my build by 39%) and i gain 2 enrgy
winter ( all elemental dmg become cold dmg )
greater conflagration ( all physical dmg becomes fire dmg)
distracting shot (interupting)
chocking gas (interupting)
whirling defence (defence)
mantra of frost (when u take cold dmg the dmg is reduced)
troll unguent ( healing )
12 marksmanship
12 wilderness
10 expertise
8 inspiration
as u can see in trying to convert all possible dmg into elemental dmg and with mantra of frost the dmg reduces (in my build by 39%) and i gain 2 enrgy
Turkish Ecko
well i ran the normal UW trapping build in the Stagian Veil in a Trapper group and it worke fine. Ya can maybe drop all ure spirit and take trappers speed and another trap seeing as groups are usually 8 ppl.
anshin
regular trapper build...
6 trappers, 1 monk, 1 bip is ideal... but 7 trappers and 1 bip is also doable...
spirits vary between EoE, QZ, EW, WW... EoE is a must in Stygian Veil at least...
i think a regular B/P party would be quite effective and instead of throw dirt... if the rangers took WD or LR...
unfortunatly i can't find anyone willing to try to do tests in there...
if any of you people misses one person in your party and you have patience please add me to friends... as i have alot of patience...
<<<<IGN
6 trappers, 1 monk, 1 bip is ideal... but 7 trappers and 1 bip is also doable...
spirits vary between EoE, QZ, EW, WW... EoE is a must in Stygian Veil at least...
i think a regular B/P party would be quite effective and instead of throw dirt... if the rangers took WD or LR...
unfortunatly i can't find anyone willing to try to do tests in there...
if any of you people misses one person in your party and you have patience please add me to friends... as i have alot of patience...
<<<<IGN
Sir Mad
Quote:
i think a regular B/P party would be quite effective and instead of throw dirt... if the rangers took WD or LR...
http://gw.gamewikis.org/wiki/Repressive_Energy (-2e when attacking or using a skill - remember how it was when trying to barrage in the sulfurous wastes with the quiksand giants? It's worse.)
http://gw.gamewikis.org/wiki/Shroud_of_Darkness (50% chance to miss)
Quote:
R/W Choking Gas Practiced Stance Flurry (or Frenzy) Lightning Reflexes Distracting Shot Savage Shot or Distracting Shot Optional Rez I wouldn't dare use Frenzy there - usually i'm ok with in it, but in DoA I'd definitely go with Flury, but maybe others are more courageous anshin
ok... you have a point there Sir Mad... but you have to agree with me that for those people who don't want to spend 6 hours in a row doing the quest that is good enough for the other two parts of the quest... Stygian Veil and Foundry...
i for one wouldn't mind at all going with a B/P party and do those two "maps" and return to the Gate and think of another strategy for the other two parts... don't you think its doable? Sir Mad
I really don't know. I remember I tried with a B/P build the day DoA was implanted, and we failed because rangers can't tank the foes there. Maybe a modified version of the build would do the job (something like a tank - warrior or even an ele - backed up by a bonder instead of an order, a healer, MM, and 4 barragers - that's just a thought, I've never tried).
But yeah, the 6 hours to do the quest are just... too much, and I've never tried hard to do the quests mainly for this reason (well, also because it's hard to find a decent team there and so far my alliance never set up a team for it), so I'm probably not the best person to talk about DoA. anshin
me neither
my alliance is all PvP... and the ones that aren't.... i could only find one DoAnian...monk... add me... perhaps someday we can get together and shake the foundations of the OF builds XvArchonvX
Quote:
Originally Posted by Sir Mad
I wouldn't dare use Frenzy there - usually i'm ok with in it, but in DoA I'd definitely go with Flury, but maybe others are more courageous
Yea, I posted Frenzy since that's what some people prefer in their Choking Gas builds, but I agree that Frenzy is a really bad idea in DoA since one hit on you when you have Frenzy up is likely all that is needed to give you a nice dirt nap.
HalPlantagenet
Quote:
Originally Posted by murky123
im going to test this build
winter ( all elemental dmg become cold dmg ) greater conflagration ( all physical dmg becomes fire dmg) distracting shot (interupting) chocking gas (interupting) whirling defence (defence) mantra of frost (when u take cold dmg the dmg is reduced) troll unguent ( healing ) 12 marksmanship 12 wilderness 10 expertise 8 inspiration as u can see in trying to convert all possible dmg into elemental dmg and with mantra of frost the dmg reduces (in my build by 39%) and i gain 2 enrgy I, for one, would like to hear how this worked. You're using three skills to reduce damage by 39%. It has a certain intellectual appeal but I wonder if it isn't more efficient to go in as an R/W using stances to mitigate the damage. Thanks. FoxBat
Quote:
Originally Posted by HalPlantagenet
It has a certain intellectual appeal but I wonder if it isn't more efficient to go in as an R/W using stances to mitigate the damage.
Thanks. GC/Winter isn't worth it unless your *entire team* brings mantra of frost or something else to exploit the spirits. You know, those classes that don't have expertise stances, which don't work against spells anyway. I guess you could throw in ToF tank with burning from an ele for even more damage reduction. would those stack or apply in order I wonder... Sir Mad
^ CG/Winter is also good for soloing stuff. With Mantra of Frost, it's not only 39% damage reduction, it's also +30AL for rangers (for those who have forgotten: the damage taken is divided by 2 every 40AL). So it also greatly increases the armor of the rangers in the team, but it also decrease the armor of most of the warriors vs physical damage (80 instead of 100 plus the shield eventually).
Evilsod
All you need as a ranger in DoA is:
All spirits available - You never know which ones your group might need, elite or otherwise. Mostly you'll be needing Symbiosis, EoE, Famine, QZ and maybe EW though. Serpents Quickness - You WILL need this if you intend to ever keep QZ up constantly which would be your job. Barbed Trap Dust Trap Flame Trap Spike Trap Vipers Nest (maybe) Echo (Echo Dust Trap trapping is nice) Rebirth Signet of Return Cautery Signet Barrage has, for want of a better word, had the shit kicked out it for DoA. Stygian melee can hit for 450 in 1 hit and you take -50 if you dodge/block/evade. Stygian Fiends hit for 100-200 using Cripshot and Choking Gas. Flesh Tormentors ALL have Shields Up and Protectors Defence. Titans just couldn't be controlled. Margonites have extremely powerful healing and high damage. Even without the environment effects your stuffed before you begin really. You really wont be needing Choking Gas. In general you want as little interaction with the enemies as possible until the eles can get a Meteor Shower onto there healer (Anur Ki's) or till they just generally need to move in and kill stuff. LB Gaze is powerful enough if you need to just run in, cast and run off (90ish damage to casters w/ Lvl7 Lightbringer). I've heard the GC/Winter/MoF method is a little bit nooby now. If you think it through... it really doesn't help. It implies your entire team is gonna be getting hit which is still not a good thing. You want agro to be focused on only 1 person, your tank. If its not, only prot spirit will save you. Been hit for almost 300 damage from Searing Flames before, as a ranger thats not assuring. Build i ran for Foundry - A spirit spammer w/ Famine as elite (were using AV/SV on an OF tank w/ 2 SF eles as assist). Sadly i lagged out at the 3rd prisoner... Build i ran for City - Same as above really. Gloom - This was a weird 1, QZ/EoE/SQ w/ Cautery Signet to help keep the monk tank clean of dazed. Also ran QZ/EoE/Lacerate/Brambles/Symb with an OF tank... just didn't work for us, the agro would constantly mess up and get us killed at the quest. Stygian - Think this 1s entirely possible trapping. Unless i misunderstood, you can do pretty much everything that place has to offer with a 2 man trapper team, although not sure on the Mallyx quest. A trapper team definatly works here though so your general Echo trap build or R/Mo rebirth trap build works fine. DO NOT ENTER HERE WITHOUT A SPEED BOOST, Evasive stance isn't necessary. 1 enemy uses Harrier Haste, 1 uses Bulls Charge, they are extremely hard to make break agro if you dont have a speed boost and they will catch upto you. As for Mallyx... *shrugs* Probably nothing more technical than the above. As far as spirit spamming equipment goes. You need a +4 Beast Mastery mask, a +4 Wilderness Survival mask and an optional +3 Expertise piece of armour. Spirits last ages, lets face it. Only QZ = 47 and Famine = 94 that are likely to be needed with lower recharges. Having an available +4 BM/WS mask switch is extremely useful at getting that bit extra out of Symbiosis and EoE. A 47s QZ is only needed till you get it up and running. Once its active when you recast it, it recharges itself in 30 seconds, even at 12 WS you can keep it up constantly at this point. Any generally higher energy weapon will do, you usually have a BiP around to keep you tanked up if you need to spam QZ + others often. As far as trapping is concerned. You MUST having a +4 Wilderness Survival mask. I don't give a toss if you don't like Superior runes because of the health loss. Traps are the only firepower you have, if they don't die from them that 75 extra health wont mean shit. I always go trapping with a +4WS mask and +3 Exp boots. Only 1 person needs to lure, so if thats not you you should never really be in danger anyway if your paying attention. You also need a staff. Insight w/ a +5e^50 (Hale and Hearty) inscription is advisable. A max of 53 energy (57 if you use 2 Attunements) is great for trapping when you don't have a BiP (like the 2-4man trips). A self heal in Stygian isn't much use. Enemies do too much for it to matter and any degen is insanely high and stacked so would do nothing to counter it. Personally, EW shouldn't last longer than 54s, better still, no longer than QZ, vipers nest has little use... things rarely degen to death and in the Stygians case, are, except Golems, all immune to bleeding/poison. Important things to remember are.... watch your radar!!! If you agro too early by accident or are too greedy to wait to grab some crappy item you might screw the entire team over. Mobs also popup/spawn from nowhere. Keep your eye on the radar after mobs have died as you never know what might happen. If things do start to go wrong... don't lure everything back to your allies. If you have no speed boost, take 1 for the team and lure them away before you die, not to everyone. Most importantly of all, NEVER take quests without asking people who may know better than you first. I'm sure alot of you remember Unwanted Guests in UW and the consequences of taking it. But really, have fun and enjoy gaining LB points, getting good items and hoarding gems. DoA isn't as random as the agro can be on occasions. Much of it is very methodical. If your not prepared to keep spamming spirits for hours or retreat when asked during a trapper trip prior to luring... this isn't the place for you. Sir Mad
^ Nice explaination. Do you think solo echo (and eventually arcane echo) trapping in Stygian is doable? I guess the damage would be enough since you can nuke an aatxe with this build but can you manage the aggro?
Evilsod
Definatly not possible. The Aatxe have probably less health than the enemies here and in comparison are alot less deadly than them too. Stygian Brutes/Horrors hit hard and are immune to bleeding/poison so degen would go nowhere towards killing them. Golems are extremely quick and have Chilling Victory... which hits for about 120 regardless of whether there physical attack hits you. Fiends are ranged w/ Choking Gas so even doing ~10 a hit if they keep missing would eventually kill you.
Plus the quest itself spawns 3x mobs of 6, each mob always sticks together. You'd never make it past the first wave. 18 Stygian Hungers, all with Dark Aura, Vampiric Touch, Vampiric Bite, Wallows Bite and Grenths Balance. Even with 3 trappers if they survive they can take ages to kill alone. The Torment mobs are usually both melee and casters, some including rangers. Too much variety in them to kill. Oh, and Stygian enemies seem to be able to ignore the laws of probability. The number of times i've been hit through blind while casting dust trap on a lone survivor is too many to count. Silk Weaver
But don't Echo trappers use dust trap..? Like, 12 of them? I guess two trappers would do, so who cares.
Coloneh
Been using this since before nightfall, but apparently it is used in DoA
http://gw.gamewikis.org/wiki/User:Coloneh/Eskimos therangereminem
i would think the best way is not u to use so many spirts i try to stay away form spirts in a trapper build for the most part there is a couple of good traps but ew and qz i stay far away from good one are winnowinf and aoe and such i like to use other means for laying traps down faster i use a ranger monk like its god lol (even though its not) i just like my ranger monk he has over 8 million exp in the past 20months i do uw alot and now wanting to get more into doa main reason not money but a certain mini pet found ina coffin of whispers mallix or whatever it is
i do 4 traps along 16 wilderness and 15 exp with that it lowers you cost of traps to 2 to 8 energy each and with having 50 energy its hard to run ou of energy long with serphants q it makes time to lay better yeah it is good sometimes to have one trapper for doa with qz and one with ew but it not a need 7 trappers witha mnk for back up emgercys but other then tht i feel trappers are a good way to take out larg groups of pull able enemys |